# blender render ## cycle render Generally more accurate lighting but takes longer - **Sample** Add more samples to reduce noise, more render times - **adabptive samples**: leave it on - **Light path** - **caustic** ![](https://upload.wikimedia.org/wikipedia/commons/8/8e/Kaustik.jpg) you can change the reflective or refractive settings > turn off reflective when using path tracing ## eevee render settings Considered as real-time engine - **Ambient occlusion** Turn on for shadow for edges > recommend turn on always - **Bloom** Make glow effect on object that light touches based - strenght of the bloom using intensity > recommend turn on, but change intensity based on project - **Subsurface scattering** ![](https://upload.wikimedia.org/wikipedia/commons/thumb/5/50/Skin_Subsurface_Scattering.jpg/220px-Skin_Subsurface_Scattering.jpg) Allow light to travel into the object > Example useful for effect like human ears meet with light - **Screen space reflection** Allow light bounce from reflective surfaces ![](https://i.stack.imgur.com/S8Fh0.png) - **reflaction** allow light to travel through transparent object - **Half res trace** turn off for better accuracy at the cause of performance - **Motion Blur** motion blur when object moves ![](https://docs.blender.org/manual/es/2.79/_images/render_cycles_settings_scene_render_motion-blur_example.jpg) - **Performance** turn on high quality based when render - **Volumatrics** ![](https://i.ytimg.com/vi/daCTRzzmpyk/maxresdefault.jpg) volume for shadow from object - **Shadow** use higher pixel for better resolution of shadow/ better shadow - **Lighting** should be bake before render, for indirect lighting indirect lighting: light that is not from light object, example material/ bloom ...